Fireshield (Shadow)
(Evocation, Alteration – Shadow Weave)

The shadow fireshield protects the user from cold damage by surrounding the caster with a shield of black flame. This shield not only grants the user 50% resistance to cold, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 damage (half cold, half magic) and reduces the attacker’s THAC0 by one point for 6 rounds (cumulative).

Shadeskin
(Alteration – Shadow Weave)

When a shadow adept casts this powerful spell upon <PRO_HIMHER>self, an outer skin of shadowstuff will move up from the ground, completely covering <PRO_HIMHER>. This skin is of course magical and will hinder the shadow adept in no way. The effect of this is to protect the shadow adept from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level shadow adept would receive 5 skins while a 20th-level shadow adept would receive 10. For each skin the shadow adept possesses, the spell will stop one attack, so a 10th-level shadow adept would be protected from the first 5 attacks made against <PRO_HIMHER>, but the 6th would affect <PRO_HIMHER> normally. The skins will remain on the shadow adept until <PRO_HESHE> is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the shadow adept from any magical attacks, such as Fireball.

Additionally, so long as at least one layer of Shadeskin is active, the shadow adept gains 25% resistance to acid, cold, fire, electrical and magic damage.

Sigil of Misfortune
(Enchantment/Charm – Shadow Weave)

The spell allows the caster to adversely affect all the Saving Throws of <PRO_HISHER> enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws and attack rolls at a penalty of -4. This spell is not affected by Magic Resistance.

Summon Shadow
(Necromancy – Shadow Weave)

By means of this spell, the caster summons a number of shadows, undead monsters which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the shadow adept casting the spell.

Shar’s Blessing
(Invocation/Evocation – Shadow Weave)

Through this spell, the caster draws upon energy from the Plane of Shadow to imbue <PRO_HIMHER>self with the strength and skill of a Fighter of the same level. The shadow adept’s Strength score is increased by four points, <PRO_HISHER> THAC0 becomes that of a Fighter of the same level, <PRO_HESHE> gains one extra attack per round and <PRO_HESHE> gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.

From 14th level onwards, the caster’s attacks per round are doubled instead.

Phantasmal Killer
(Illusion/Phantasm – Shadow Weave)

The caster creates a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. The target first gets a save vs. spells to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a save vs. death at +2 or die from fear. Even if the second save is successful, the subject takes 3d6 points of damage.

Drain Vitality
(Necromancy – Shadow Weave)

This spell allows the shadow adept to drain four points of Constitution from a single target, increasing the caster’s own for 1 turn. Drain Vitality (and its variants) does not cost Constitution as other spells of the Shadow Weave and may not affect the same target more than once per turn.

Dread Whispers
(Illusion/Phantasm – Shadow Weave)

Dread Whispers causes all enemies within range to become afflicted by an ominous chorus of voices infesting their mind. The voices are distracting, causing 50% spell failure on targets. In addition, at the beginning of every round after the first, the target must make a save vs. spell at -6 or lose morale, running in panic for 1 round.

Black Ooze
(Conjuration – Shadow Weave)

With this spell, the shadow adept conjures a glob of shadowy, vaporous ooze from the Plane of Shadow and drops it on the target, dealing 6d6 acid damage to them and any nearby targets, holding them for 1 round (no save) then slowing them and reducing their magic resistance by 20% for 1 turn. Targets who make a saving throw vs. death at -2 take half damage and avoid the secondary effects.

Wall of Black Flame
(Invocation/Evocation – Shadow Weave)

With this spell, the shadow adept creates a wall of black fire, dealing 4d6 damage (half fire, half magic) to all creatures who pass through it (Save vs. Spells at -4 for half) and reduces their Armor Class by -4 for one round. Creatures cannot take damage more than once per round.

Pain Mirror
(Necromancy – Shadow Weave)

When the caster is struck with an attack, <PRO_HESHE> takes no damage and drains 1d4 hit points per level from the attacker instead. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 1 turn.